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77 lines
2.2 KiB

Shader "Hidden/WorldReflectionVector"
{
Properties
{
_A ("_TangentNormal", 2D) = "white" {}
}
SubShader
{
Pass //not connected
{
CGPROGRAM
#pragma vertex vert_img
#pragma fragment frag
#include "UnityCG.cginc"
float4 frag(v2f_img i) : SV_Target
{
float2 xy = 2 * i.uv - 1;
float z = -sqrt(1-saturate(dot(xy,xy)));
float3 vertexPos = float3(xy, z);
float3 normal = normalize(vertexPos);
float3 worldNormal = UnityObjectToWorldNormal(normal);
float3 worldViewDir = normalize(float3(0,0,-5) - vertexPos);
float3 worldRefl = -worldViewDir;
worldRefl = reflect( worldRefl, worldNormal );
return float4((worldRefl), 1);
}
ENDCG
}
Pass //connected
{
CGPROGRAM
#pragma vertex vert_img
#pragma fragment frag
#include "UnityCG.cginc"
sampler2D _A;
float4 frag(v2f_img i) : SV_Target
{
float2 xy = 2 * i.uv - 1;
float z = -sqrt(1-saturate(dot(xy,xy)));
float3 vertexPos = float3(xy, z);
float3 normal = normalize(vertexPos);
float3 worldNormal = UnityObjectToWorldNormal(normal);
float3 tangent = normalize(float3( -z, xy.y*0.01, xy.x ));
float3 worldPos = mul(unity_ObjectToWorld, float4(vertexPos,1)).xyz;
float3 worldViewDir = normalize(float3(0,0,-5) - vertexPos);
float3 worldTangent = UnityObjectToWorldDir(tangent);
float tangentSign = -1;
float3 worldBinormal = normalize( cross(worldNormal, worldTangent) * tangentSign);
float4 tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);
float4 tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);
float4 tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);
float3 worldRefl = -worldViewDir;
float2 sphereUVs = i.uv;
sphereUVs.x = atan2(vertexPos.x, -vertexPos.z) / (UNITY_PI) + 0.5;
// Needs further checking
//float3 tangentNormal = tex2Dlod(_A, float4(sphereUVs,0,0)).xyz;
float3 tangentNormal = tex2D(_A, sphereUVs).xyz;
worldRefl = reflect( worldRefl, half3( dot( tSpace0.xyz, tangentNormal ), dot( tSpace1.xyz, tangentNormal ), dot( tSpace2.xyz, tangentNormal ) ) );
return float4((worldRefl), 1);
}
ENDCG
}
}
}